Current Pot: 0.48 ETH

Prizes Won to Date: 21.12 ETH

20 Miners in the Dungeon

PLAY

The Dungeon Awaits

The Village is on edge. Rumors of monsters, bandits and other evildoers roaming the countryside have been swirling from the tongues of the townspeople and out into the streets. An overbearing sense of unease can be felt in every corner of the small outpost.

The local soothsayer recently foretold the appearance of an otherworldly Dungeon, ripe with danger yet teeming with tremendous wealth. This vision, coupled with the alarming rumors engulfing the town, has the Village buzzing with a nervous energy.

It's against this ominous backdrop that a hooded traveler appears in the center of town. A crowd forms around him as if pulled by some strange gravity, and the man lays down his pack and speaks. He speaks of a mysterious door that materialized in front of his very eyes, right at the base of the great mountain that looms over the Village.

Could this strange door be the entrance to the Dungeon prophesied by the soothsayer? Could the fortune contained within truly exist?

The four Great Houses of the Village - the Warriors, the Mages, the Rangers and the Assassins - have gathered their forces to search for the treasure rumored to lay scattered within the chambers of the Dungeon. Will you join their ranks on the quest for glory?

Welcome to Dungeon Miners

Dungeon Miners is a fully on-chain, procedurally-generated dungeon crawler where players can mine for and mint NFTs that evolve as more and more NFTs are minted in an attempt to escape a 48-chamber dungeon and win ETH prizes.

Miner NFTs represent a hero's journey through the chambers of that dungeon, with each chamber providing a chance to score better gear, collect gold, battle monsters and more.

Miners that can clear all 48 chambers without dying earn the right to withdraw an ETH prize from a prize pot that grows each time a new Miner NFT is minted.

Each Miner starts in an empty chamber. Every time a new Miner NFT is minted, every Miner in the dungeon will move into the next chamber in their dungeon grid. What happens in that chamber is different for every Miner - they could run into a monster, find a treasure chest or even find a revive potion that can bring them back to life if they die. There are 18 potential encounter types, so you never know what you'll find.

Your Miner didn't make it? No sweat. All Miner NFTs turn into a profile picture NFT once their escape attempt is over. Even better, each Miner NFT also doubles as a chance to win ETH every time someone else claims the prize pot! Each time an escape prize is claimed, 10 percent of the winnings will be sent to a pseudo-random token holder via an on-contract function. Hold onto your Miner NFTs - they may bring you good fortune.

There's a lot to explore in the world of Dungeon Miners. Hit the Guide page to dig into the game mechanics or head over to the Stats section to see what other Miners have been up to in the dungeon. Happy mining!

How The Game Works

Miner NFTs must be mined before they can be minted. This serves as both a security measure and a randomization mechanic for the game. You don't need any special hardware, though - the process of mining can be performed by your web browser!

Mining for a Miner NFT is simple - here's a quick video showing how it's done.

If you want to know more, keep reading. Otherwise you can hop right into the game from the Play page.

When you mine for an NFT, your browser loops through thousands of values in an attempt to solve a math problem. When the problem is solved, you can submit the solution to the Dungeon Miners smart contract to mint a Miner. Your new Miner NFT will be assigned a unique token hash that looks something like this:

aaa4c971a91bf5de050f1f4a4c7ffff709bcb5f2d4e0c1264f2f8436f2e7def6

This hash may look like a random mess, but it's actually the special sauce that brings Dungeon Miners to life. Each Miner NFT's token hash is unique and is used to determine its visual attributes, starting statistics and gear items. That particular hash would result in the following Miner NFT:

Our Miner - we'll call him "Miner #1" - has entered the dungeon with 234 HP (health points), 104 AP (armor points), 56 ATK (attack points) and 71 SPD (speed points). He's started with Rusty Chainmail armor, Rusty Chainmail Pants, Heavy Boots and Brass Knuckles. All of these starting values were read from the token hash! He's also a Warrior, which is one of the four available classes you can choose when minting a Miner. You can read up on classes and how exactly starting values are calculated in the Guide if you want to really sink your teeth in, but for now let's take a look at what's happening in our dungeon.

The square at the top-left of our Miner NFT represents Miner #1's spawn chamber. The rest of the squares on the grid represent the dungeon chambers that Miner #1 needs to pass through to make it to the exit, which is the chamber at the bottom-right of our grid. There are 46 unopened chambers that Miner #1 will need to explore to escape from the dungeon. The next chamber we need to pass through is indicated by the flashing chamber marker on our grid.

So how do we move to the next chamber? We need someone to mine and mint another Miner NFT!

When a new Miner NFT is minted, its unique token hash will be combined with our Miner's token hash and re-hashed to create a new hash called an encounter hash. This encounter hash is read in the same way that our token hash was when we generated our starting statistics, but this time the hash is used to determine what happens in our next dungeon chamber.

Let's pretend that somebody else just minted the next Miner, Miner #2. Miner #2 enters the dungeon and opens the next chamber for every Miner NFT that came before it. To determine what happens in Miner #1's next chamber, we combine Miner #1's token hash with Miner #2's token hash, re-hash it, and we have our encounter hash:

a95267ea2eb0ac17d67afde41d540b6042f1debc04872578a56844b21ad40fd8

Miner #1 encountered a skeleton! He defeated the skeleton, but lost 16 HP and 16 AP in the process. One step closer to the exit! Let's keep going.

Let's again pretend that one someone minted a new Miner, this time Miner #3. Let's see what happens to Miner #1 in the next chamber based on the new encounter hash (Miner #1's token hash + Miner #3's token hash, re-hashed):

99f62a4d294d9fbb312c9ab6cbffad3be6f45fba849aec19f70b5cad5fa6c1a3

Phew, no monster this time. Our Miner found a buff chamber! He'll be stronger for the next 3 turns. It looks like his AP also regenerated by 2 points - this is because our Miner is a Warrior, and Warrior-class Miners have a skill called Fortify that regenerates 2 AP per chamber. Pretty sweet, right? You can learn about the different classes and their associated skills in the Guide.

As the community mines and mints new tokens, our Miner will continue to progress through the dungeon along with all of the other Miners. Every Miner will continue to move from chamber to chamber until they either die or escape from the dungeon.

When a Miner dies or escapes, their Miner NFT turns into a PFP-style NFT that shows the Miner equipped with the gear they found in the dungeon. The frame of the image will be color-coded to show how far they made it into the dungeon before dying (or escaping). A Miner NFT in this stage looks something like this:

Well, that about wraps up the simple introduction to Dungeon Miners. There's a lot more to the game, so it'd be a good idea to read up on how your pre-mint choices and different encounter calculations can affect your Miner's journey through the dungeon. Head on over to the Guide to learn more, or jump right into the game on the Play page!

Guide

Dungeon Miners is packed with complex mechanics that dictate how the gameplay is calculated. This guide serves as a pseudo-whitepaper as well as a detailed codex of the game mechanics to help break down how and why the game functions as it does.

Imagine that Oregon Trail and Dungeons & Dragons fell in love and had a baby, and that baby lives on the Ethereum blockchain. Dungeon Miners is something like that... but instead of wizards and dysentery you get dynamic on-chain NFTs and ETH prizes.

Dungeon Miners is a mineable NFT project that functions as a community-run, passive dungeon crawler game. NFTs minted in this project are called Miner NFTs, and each Miner NFT represents a single hero - called a Miner - and their attempt to escape a 48-chamber dungeon. Each chamber in the dungeon will contain an encounter that will affect your Miner in some way. If your Miner moves through each of these chambers and reaches the dungeon exit without dying, you'll be eligible to withdraw a potentially large sum of ETH from the prize pot as a reward.

The prize pot grows every time someone mints a new Miner NFT. Of the 0.08 ETH base mint cost, 0.06 ETH goes directly into the prize pot. When a winner withdraws a prize from the prize pot, they will receive 90 percent of their eligible winnings, while the remaining 10 percent will be sent to the owner of another Miner NFT holder based on an unchangable on-contract calculation.

There's even more to be excited about under the hood. Dungeon Miners employs several novel smart contract features that have either never been seen before in an NFT project or haven't been pushed to the limits seen in Dungeon Miners.

Mineable NFTs

NFTs must be mined before they are minted. This is a technology first pioneered by Andrew Parker, the developer behind POW NFT, to address some of the shortcomings of the traditonal NFT drop. You can see his motivations for experimenting with mineable NFTs on the POW NFT Whitepaper.

In addition to the reasons spelled out in his whitepaper, implementing mining in an NFT project also adds something to the project that otherwise would not exist without a third-party solution: randomness.

There is no such thing as randomness in a deterministic system. The Ethereum Virtual Machine, which is what allows smart contracts to run on the network, is deterministic by design. That means that the state of the system at any given point in time can always be reproduced when given the same initial starting condition. This is important for the integrity of the Ethereum network, but it also makes it difficult for developers to add randomness to their contracts. The mining process adds a layer of randomness to the project through the keccak256 hashing algorithm that powers the Dungeon Miners engine.

100% On Chain

Most NFT projects, at their core, are very simple. Their contracts store token ids of the respective NFTs in their project along with a metadata URL for each. The files located at those URLs should contain all of the information about the NFT that they represent.

That's all fine and dandy until the server hosting these files crashes, or the DNS record for the domain expires, or the creators of the project rug and run off with your money and shut down the site. When those URLs stop working, all of the data about the NFTs represented by those files is gone forever. The only thing that remains on the smart contract is the token id and a broken link.

A common solution for this is to use IPFS (Inter-Planetary File Storage). IPFS is an on-chain data storage solution where distributed nodes host data files on behalf of users. These files, once uploaded, are unchangeable by nature - the same way that blocks on a blockchain are unchangeable. They are hosted across many nodes and their contents are verified, so you can trust that nobody is changing the data of a given NFT. This also means that NFTs whose metadata is hosted on IPFS can't be updated without changing the metadata URL stored on the contract, which (if implemented) can be costly and is a potential vector for abuse if an authorized wallet is compromised.

Dungeon Miners is different. Every single piece of metadata about a Miner NFT - including the image itself - is generated and returned directly from the contract at the moment the data is requested. This is done by leveraging the power of data URIs, which are inline, encoded text representations of a small files. There are a bunch of generative art projects out there that utilize data URIs to return their NFT data, but all of them are very basic - shapes, small pixelated profile pictures, etc.

Dungeon Miners takes this concept to the next level. Every interaction that a Miner has in the dungeon is calculated during the data URI construction process - monster battles and associated damage calculations, gear collection, buff and debuff counters, and so much more - all calculated in memory, on the fly. Not only are the data points for the Miner being calculated, but the actual image representing the NFT is also built during this process.

For the Miner avatars alone, there are 97 different gear items, 16 skintones, 4 eye types, 13 eye colors, 8 hair types with variable assets based on the type of headgear your Miner is wearing, 8 hair colors and 8 mouth types. Your Miner's gender will change how these attributes are rendered, and 4 different class types that alter your Miner's appearance between genders. All of these assets have small and large versions that display differently on the in-dungeon and profile picture versions of the NFT.

It's an incredibly complicated generation process. There's nothing like it when it comes to on-chain generative art. The result is an always-evolving ecosystem where changes to a Miner NFT propogate in real-time, forever.

Gasless Gameplay

When you mine for and mint a Miner NFT, you pay the mint fee and associated gas costs to bring that NFT into existence. Once your NFT has been minted, though, you don't need to submit any additional transactions for that Miner to start journeying through the dungeon. Whenever anyone mints a new Miner NFT on the contract, your Miner will automatically move into the next chamber in its dungeon grid and the associated encounter will be calculated and displayed on your NFT.

Many on-chain games require a transaction to change the status of a character, whether that be updating stats or moving through the game's world. Storing data on the contract is costly and users are on the hook for the price. Most on-chain gaming projects have moved to Layer 2 solutions as a result, which is a great solution for many of those projects - but the OG of NFT chains is mainnet Ethereum.

You can certainly mine for and mint another Miner NFT if you want to push every active Miner into their next chamber, but you can just sit back and wait for the community to mint more Miner NFTs if you want to just kick back and watch your Miner explore.

ETH Prizes

The goal of Dungeon Miners is for your Miner to clear all 48 chambers in their dungeon grid without dying. Doing so allows the owner of that Miner NFT to withdraw a potentially large sum of ETH from the prize pot that is constantly being filled up when people mint new Miner NFTs.

Whenever a prize is claimed from the prize pot, 90 percent of the eligible ETH will be sent to the owner of the escaped Miner NFT. The remaining 10 percent, however, will be sent to the owner of an existing Miner NFT as determined by an algorithm in the prize redemption function on the contract. This means that every owner of a Miner NFT has the chance to automatically receive 10 percent of someone else's prize just by holding a Miner NFT!

When balancing the game mechanics, I ran more than 1,000,000 escape attempt simulations to determine the average winner frequency and prize amount. On average, a winning Miner NFT was minted every 41 mints, which makes the average primary prize amount 2.214 ETH and the average secondary prize amount 0.246 ETH. Not too shabby.

The mining mechanic of Dungeon Miners is the single most important piece of the entire puzzle. This unique feature, first pioneered by POW NFT, takes the concept of cryptocurrency mining and applies it to NFT minting.

The crux of the concept is that you must earn the right to mint a Miner NFT by solving a math equation (really, your computer solves the equation - you just sit back and relax). Once you've solved the equation, you submit the proof to the Dungeon Miners smart contract. The smart contract verifies that you've solved the equation before allowing you to mint the next Miner NFT. Whenever a new Miner NFT is minted, the math equation is adjusted and a new challenge is issued for the right to mint the next Miner NFT.

The equation that needs to be solved is simple at its core: Given a range of numbers, find a number that is greater than or equal to x and less than y. In the case of Dungeon Miners, the total range of numbers is from 0 to 115,792,089,237,316,195,423,570,985,008,687,907,853,269,984,665,640,564,039,457,584,007,913,129,639,935. Why this range? Well, it's the range of numbers than can be expressed by a 64-character hexadecimal number - that is, a number represented in base-16 format rather than base-10. A 64-character hexadecimal number looks something like this:

7ba256275ae2b1998a91b4663c511bf0842f627ebae35a8917d04609a53f4c1d

In base-16, there are 16 base numbers: 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, a, b, c, d, e, and f, where a = 10, b = 11, c = 12, d = 13, e = 14 and f = 15. Here's a little chart to demonstrate:

Base-1001234567891011121314151617181920...
Base-160123456789abcdef1011121314...

So if we wanted to represent the smallest value possible using a 64-character hexadecimal number, we would write 64 consecutive "0" characters. If we wanted to represent the largest value possible using a 64-character hexadecimal number, we would write 64 consecutive "f" characters. The smallest value would equal 0 in base-10. The largest value would equal 115,792,089,237,316,195,423,570,985,008,687,907,853,269,984,665,640,564,039,457,584,007,913,129,639,935 in base-10.

Let's get back to our math equation. Now that we understand the total range of possible numbers, we need to find a number that is greater than or equal to x and less than y. Those variables, x and y, change every time a Miner NFT is minted, but the range of numbers between the two variables stays constant. The values of x and y aren't a secret, so finding a number between them should be super easy, right? Well, yes... but also no.

Simply knowing what a valid number would be doesn't do us any good because of the way potential solutions are validated in the Dungeon Miners smart contract. The smart contract isn't expecting to receive a number that solves the equation. Rather, the smart contract is expecting to receive a few pieces of data that it will then run through an algorithm to generate what's known as a hash. This hash represents a - wait for it - 64-character hexadecimal number (🤯). This number is then checked to see if it is greater than or equal to x and less than y.

I'm sure you've noticed hashes mentioned juuuust a few times on this site already: token hashes, encounter hashes, turn hashes... As you can see, they're integral to the Dungeon Miners engine. So what exactly are they?

In short, a hash is the result of a mathematical algorithm that takes an input of arbitrary length and returns an output of a fixed length. The output of a hashing algorithm will always be the same when given a particular input. This concept is used in cryptography as a way to verify data blindly by comparing the hash of that data against an expected hash value.

The hashing algorithm used in Dungeon Miners is called keccak256. The keccak256 hashing algorithm always returns a hash in the form of a 64-character hexadecimal number. Go ahead and type in the input field below. The text that you type will be run through the keccak256 algorithm and returned as a hash.

keccak256( )

0000000000000000000000000000000000000000000000000000000000000000

Notice how the hash changes when the input changes. Try typing "I love Dungeon Miners" into the input field (case sensitive). The hash returned should be eb71012aa79ca9ee6424f36efcf8a4e32bb913ead3c71b7493ac80911fed4fe4. Pretty sweet, right? Now let's see how we can use the keccak256 hashing algorithm to solve our math equation.

Below you'll see another input field followed by a rectangle representing the total range of numbers that can be represented by a hash. In the middle of that rectangle is a smaller, green rectangle representing the range of numbers between x and y that will solve our equation.

Type into the input field to generate a hash. As you type, you'll see a marker move around the rectangle indicating where in the range that hash value falls. If the hash value is greater than or equal to x and less than y, you've solved the equation!

keccak256( )

0000000000000000000000000000000000000000000000000000000000000000

00...00
ff...ff
x
y

This is a simplified version of the difficulty equation in the Dungeon Miners smart contract, but it's helpful to illustrate how the process works. In reality, the data hashed by the smart contract to solve the equation isn't a piece of text - it's a combination of several items unique to the person doing the mining.

The first variable is the wallet address of the person who is mining for the NFT. The second is the token hash of the most recently-minted Miner NFT. The third is a nonce (short for "number used only once"), which is a number that is incremented by one every time a hash is generated that does not solve the equation.

keccak256(address,prevHash,nonce)

  • address = the Ethereum wallet address of the person mining
  • prevHash = the hash of the most recently-minted Miner NFT
  • nonce = an incrementing number

When you have successfully found a hash that solves the equation, you are prompted to choose a class, gender, and optional starting item. The class you choose will change the way that certain chambers are calculated and will also change the starting stat ranges for your Miner. The gender you choose will select the gender of your Miner, but the effect is cosmetic only. You may opt to start your Miner with a starting item that will give them a small boost to a stat (or set of stats) for a small upfront ETH cost. These items are not required to play, but some people may want to give their Miners a boost right off the bat. The optional items are:

Item Cost HP Buff AP Buff ATK Buff SPD Buff
None 0 ETH 0 0 0 0
Health Potion 0.005 ETH +15 0 0 0
Simple Bracers 0.005 ETH 0 +15 0 0
Strength Potion 0.005 ETH 0 0 +10 0
Strong Coffee 0.005 ETH 0 0 0 +10
Cooked Dinner 0.0075 ETH +15 0 0 +10
Soldier Training 0.0075 ETH 0 +15 +10 0
Ancient Blessing 0.01 ETH +15 +15 +10 +10

Once you've made your choices, those choices along with your mining hash are submitted to the Dungeon Miners smart contract. If the data submitted to the contract successfully solves the difficulty equation, the mint function is unlocked and a new Miner NFT is created. A token hash is generated for the new Miner NFT, which is used to determine the base starting statistics, gear items and visual attributes of the Miner as well as new x and y variables for the difficulty equation. This token hash will also be used to generate encounter hashes for any chambers opened in previous Miner NFTs.

Phew. Now that we've covered the mining and minting process, let's take a look at how the token hash is used to determine the base starting statistics, gear items and visual attributes of our Miner by examining a sample token hash.

c1d56c2c8bd8e835d23d0e9529da8658180275216a159e4b39dbfa70b7d34c32

We can split this hash up into smaller segments, with each segment representing a value to be used in a different attribute calculation.

c1d56c2c8bd8e835d23d0e9529da8658180275216a159e4b39dbfa70b7d34c32

  • Characters 1-2 (c1) are used to calculate Base Health Points (HP).
  • Characters 3-4 (d5) are used to calculate Base Armor Points (AP).
  • Characters 5-6 (6c) are used to calculate Base Attack Power (ATK).
  • Characters 7-8 (2c) are used to calculate Base Speed (SPD).
  • Characters 33-34 (18) are used to calculate the starting headgear gear item.
  • Characters 35-36 (02) are used to calculate the starting armor gear item.
  • Characters 37-38 (75) are used to calculate the starting pants gear item.
  • Characters 39-40 (21) are used to calculate the starting footwear gear item.
  • Characters 41-42 (6a) are used to calculate the starting weapon gear item.
  • Characters 43-44 (15) are used to calculate skin tone.
  • Characters 47-48 (4b) are used to calculate eye color.
  • Characters 49-50 (39) are used to calculate eye type.
  • Characters 51-52 (db) are used to calculate mouth type.
  • Characters 53-54 (fa) are used to calculate hair type.
  • Characters 55-56 (70) are used to calculate hair color.

There are four unique classes that you can choose from when minting a Miner: Warrior, Mage, Ranger and Assassin.

Each class has a unique set of class skills that changes the way that certain game mechanics are calculated. A Miner's starting statistics - Health Points (HP), Armor Points (AP), Attack Power (ATK) and Speed (SPD) - also vary between classes.

Keeping the gameplay balanced across all classes was a major point of focus during development. I ran several sets of large simulations (1,000,000 simulations per set, 250,000 per class) and rebalanced the class skills and starting statistic ranges until the survivability of each class was consistently within an acceptable range of one another.

Your choice of class will also change how the profile picture version of your NFT will look:

  • Male and Female Warriors have a clean appearance.
  • Male Mages have beards. The whites of the eyes of female Mages are tinted blue.
  • Male and Female Rangers have long noses and elfish ears.
  • Male Assassins have facial stubble. Female Assassins have scarred faces.

WARRIOR

CLASS SKILLS
Fortify, Hubris
BASE HP
200-247
BASE AP
75-98
BASE ATK
40-63
BASE SPD
40-63

Warrior-class Miners are hardened individuals who rely on their brute strength to conquer the challenges of the dungeon.

Warriors are physically the strongest of the classes, and their Fortify skill allows them to be more aggressive in their encounters in the dungeon. Fortify regenerates 2 AP to Warrior-class Miners every time they enter a new chamber. If the Miner's Base AP is full, no AP will be restored.

Warriors' strength can also lead to carelessness. The Hubris skill - if you can call it a skill - means that when Warriors take damage, they split the damage evenly between their HP and AP. The other classes absorb 2/3 of taken damage into their AP and the remainder is applied to their HP. If the damage cannot be evenly split, the larger of the two values will be dealt to a Warrior's AP.

MAGE

CLASS SKILLS
Ward
BASE HP
195-242
BASE AP
85-108
BASE ATK
35-58
BASE SPD
40-63

Mages are cunning Miners who rely on their mystical knowledge to evade danger in the dungeon.

A constant source of fear for most Miners, Curse chambers strike no fear into the hearts of Mages. Mage-class Miners' Ward skill prevents them from being cursed.

RANGER

CLASS SKILLS
Survivalist
BASE HP
175-222
BASE AP
80-103
BASE ATK
35-58
BASE SPD
50-73

Ranger-class Miners are quick and resourceful, but are more prone to damage that other classes.

Rangers more than make up for their fragile disposition with their Survivalist skill. Each time a Ranger enters a new chamber, they will restore 3 HP and add an additional 2 points to their Base HP. Those additional 2 points will be empty during the turn they are gained, but you don't see the Rangers complaining.

ASSASSIN

CLASS SKILLS
Fiendish Friends, Light Steps
BASE HP
225-272
BASE AP
90-113
BASE ATK
30-53
BASE SPD
50-73

Assassins are often regarded as nefarious individuals, and their associates aren't much better. Questionable characters seem to follow these Miners wherever they go.

Assassins benefit from their choice in companions with their Fiendish Friends skill. When Assassin-class Miners encounter a Thief in the dungeon, these usually cut-throat crooks will hand over an Uncommon or Rare tier item instead of stealing gold.

Assassins also tread lighter than most in the dungeon. Their Light Steps skill means they only take half damage from Traps.

While exploring the dungeon, your Miner will traverse through dungeon chambers - each containing of one of 18 different encounter types.

Any time anyone mints a new Miner NFT after your Miner has entered the dungeon, your Miner will enter a new chamber. The unique hash of your Miner - which was generated during the mining process - will be combined with the newly minted Miner NFT's unique hash and re-hashed to generate a unique encounter hash. This encounter hash is unique to your Miner NFT and is used to determine what happens in the chamber your Miner just entered.

Every encounter hash is a 64-character hexadecimal number - that is, a number represented in base-16 format rather than base-10. It looks something like this:

c8bcb57f07aee039ab547e128943269787351ff00f2836a79e621d42d8737458

We can split this hash up into smaller segments and use those segments to calculate a variety of different game mechanics.

The encounter type value determines which type of encounter your Miner will have in a chamber. The encounter type value is read from the 29th-32nd characters of the encounter hash. Those four characters represent a number in base-16 (hexadecimal) format from a numerical range starting at 0 and ending at 65,535 where "0000" equals 0 and "ffff" equals 65,535.

This potential encounter type value range (0-65,535) is split up into 18 asymmetrical sections, each representing a different encounter type. Which section a Miner's encounter type value falls within determines the type of encounter they will have in a chamber. Some encounter types are common, whereas some are extremely rare. You can see the odds and numerical ranges of each encounter type in the section below.

c8bcb57f07aee039ab547e128943269787351ff00f2836a79e621d42d8737458

In this example, our base-16 encounter type value is 2697, which equals 9,879 when converted to base-10. That happens to fall within the range of the Crawler encounter type, so our Miner would be battling it out with a Crawler in this chamber!

Want to know the nitty-gritty details of how each encounter is calculated? Expand the advanced section at the bottom of an encounter type for a detailed breakdown of the mechanics.

SLIME

ENCOUNTER ODDS
Encounter Odds9.375%
BASE HP
70-117
BASE ATK
15-38
BASE SPD
35-58

Slimes are slow, somewhat weaker enemies that your Miner may encounter while they traverse the dungeon. Slime encounters are monster battles, which means your Miner and a Slime will engage in a turn-based battle until one of the characters dies.

Slimes will spawn with a Base HP value between 70-117*, a Base ATK value between 15-38* and a Base SPD value between 35-58.

* Monsters will get stronger as your Miner progresses through the dungeon. The dungeon level will increase by 1 every 8 chambers. Every time the dungeon level increases, the Base HP value for all monsters increases by 10 and the Base ATK value for all monsters increases by 5. The initial dungeon level is 1.

If the encounter type value extracted from your encounter hash is between 0-6,143 you will encounter a Slime.

A Slime's base statistics are calculated by using modifier values pulled from the encounter hash and passing them into the following functions:

  • Base HP = 70 + hpMod + (10 * (level - 1))
  • Base ATK = 15 + atkMod + (5 * (level - 1))
  • Base SPD = 35 + spdMod

Where:

  • hpMod = the remainder of the 1st and 2nd characters of the encounter hash converted to base-10 and divided by 48
  • atkMod = the remainder of the 5th and 6th characters of the encounter hash converted to base-10 and divided by 24
  • spdMod = the remainder of the 7th and 8th characters of the encounter hash converted to base-10 and divided by 24
  • level = number of chambers traveled, not including the spawn chamber, divided by 8 and rounded down to closest whole number

c8bcb57f07aee039ab547e128943269787351ff00f2836a79e621d42d8737458

Let's assume that we're still on the first level of the dungeon, so the level variable is 1. In this example, the hpMod variable is 8 (c8 = 200 in base-10, so we take the remainder of 200 / 48, which is 8), which gives the Slime a Base HP value of 78 (70 + 8 + (10 * (1 - 1))). The atkMod variable is 13 (b5 = 181 in base-10, so we take the remainder of 181 / 24, which is 13), which gives the Slime a Base ATK value of 28 (15 + 13 + (5 * (1 - 1))). The spdMod variable is 7 (7f = 127 in base-10, so we take the remainder of 127 / 24, which is 7), which gives the Slime a Base SPD value of 42 (35 + 7).

Monster battles in Dungeon Miners are turn-based, which means one character will attack first and then, if the opposing character is still alive, the opposing character will attack. This repeats until one of the characters has died.

In this guide, when a "turn" is mentioned, it refers to a set of two potential actions - an attack by a Miner and an attack by a monster.

Which character goes first on any given turn is determined by comparing the turn-adjusted Base SPD values of each character to see which is higher. A tie will always result in the Miner attacking first.

A turn hash is generated on each turn of a battle by taking the encounter hash and combining it with the current turn number, then re-hashing it to create a new 64-character hash. This turn hash is used to generate the variables necessary to calculate the outcome of each turn. Just like the encounter hash, it looks something like this:

0c3c69df5d2b4d5e161326b66f837d3f02194349161d1babad68373dd61a55bc

The Miner's turn speed modifier is calculated by taking the 13th and 14th characters of the turn hash, converting that value from base-16 to base-10, dividing it by 24 and taking the remainder as our modifier. The Slime's turn speed modifier is calculated by taking the 15th and 16th characters of the turn hash and performing the same function.

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In this example, the Miner's turn speed modifier is 5 (4d = 77 in base-10, so we take the remainder of 77 / 24, which is 5), and the Slime's turn speed modifier is 22 (5e = 94 in base-10, so we take the remainder of 94 / 24, which is 22).

When a character attacks, the damage dealt will be equal to that character's Base ATK value + that character's turn attack modifier. If the attacking character is a Miner, buff and debuff modifiers will also be applied if applicable. Turn attack modifier values can range from -4 to 4, not including 0.

The Miner's turn attack modifier is calculated by taking the 27th and 28th characters of the turn hash, converting that value from base-16 to base-10, dividing it by 8 and taking the remainder as our initial modifier. That initial modifier is then shifted down by 4 if the initial modifier is less than 4 or down by 3 if the initial modifier is 4 or greater to give us our final Miner's turn attack modifier. The Slime's turn attack modifier is calculated by taking the 29th and 30th characters of the turn hash and performing the same function.

0c3c69df5d2b4d5e161326b66f837d3f02194349161d1babad68373dd61a55bc

In this example, the Miner's turn attack modifier is -1 (83 = 131 in base-10, so we take the remainder of 131 / 8, which is 3, and shift it down by 4 to get -1), and the Slime's turn attack modifier is 2 (7d = 125 in base-10, so we take the remainder of 125 / 8, which is 5, and shift it down by 3 to get 2).

When your Miner deals damage, they will deal their adjusted ATK value (Base ATK + Miner's turn attack modifier) plus any buff or debuff modifiers. If your Miner is currently buffed from having passed through a buff chamber, they will deal 4 additional damage. If your Miner is currently debuffed from having passed through a debuff chamber, they will deal 4 less damage. If your Miner is both buffed and debuffed, the two modifiers will cancel each other out.

When your Miner takes damage, 2/3 of the damage taken is absorbed by your Miner's AP (armor) and the remainder is dealt to your Miner's HP unless your Miner is a Warrior. Warrior-class Miners split damage evenly between HP and AP, so 1/2 of the damage taken is absorbed by your Miner's AP and the remainder is dealt to your Miner's HP. If your Miner's armor breaks at any point in a battle (AP = 0), the remainder of the damage will be dealt directly to your Miner's HP.

Turns will continue until a character dies.

If your Miner is holding a Revive when their HP drops to 0, they will consume the Revive and will restore 1/4 of their Base HP and 1/4 of their Base AP and the battle will continue. If the reviving Miner had died with more than 1/4 of their Base AP remaining, they keep the higher armor value.

CRAWLER

ENCOUNTER ODDS
Encounter Odds9.375%
BASE HP
65-112
BASE ATK
25-48
BASE SPD
50-73

Crawlers are menacing creatures that prowl the depths of the dungeon, stalking their prey. Crawler encounters are monster battles, which means your Miner and a Crawler will engage in a turn-based battle until one of the characters dies.

Crawlers will have a Base HP value between 65-112*, a Base ATK value between 25-48* and a Base SPD value between 50-73.

* Monsters will get stronger as your Miner progresses through the dungeon. The dungeon level will increase by 1 every 8 chambers. Every time the dungeon level increases, the Base HP value for all monsters increases by 10 and the Base ATK value for all monsters increases by 5. The initial dungeon level is 1.

If the encounter type value extracted from your encounter hash is between 6,144-12,287 you will encounter a Crawler.

A Crawler's base statistics are calculated by using modifier values pulled from the encounter hash and passing them into the following functions:

  • Base HP = 65 + hpMod + (10 * (level - 1))
  • Base ATK = 25 + atkMod + (5 * (level - 1))
  • Base SPD = 50 + spdMod

Where:

  • hpMod = the remainder of the 1st and 2nd characters of the encounter hash converted to base-10 and divided by 48
  • atkMod = the remainder of the 5th and 6th characters of the encounter hash converted to base-10 and divided by 24
  • spdMod = the remainder of the 7th and 8th characters of the encounter hash converted to base-10 and divided by 24
  • level = number of chambers traveled, not including the spawn chamber, divided by 8 and rounded down to closest whole number

c8bcb57f07aee039ab547e128943269787351ff00f2836a79e621d42d8737458

Let's assume that we're still on the first level of the dungeon, so the level variable is 1. In this example, the hpMod variable is 8 (c8 = 200 in base-10, so we take the remainder of 200 / 48, which is 8), which gives the Crawler a Base HP value of 73 (65 + 8 + (10 * (1 - 1))). The atkMod variable is 13 (b5 = 181 in base-10, so we take the remainder of 181 / 24, which is 13), which gives the Crawler a Base ATK value of 38 (25 + 13 + (5 * (1 - 1))). The spdMod variable is 7 (7f = 127 in base-10, so we take the remainder of 127 / 24, which is 7), which gives the Crawler a Base SPD value of 57 (50 + 7).

Monster battles in Dungeon Miners are turn-based, which means one character will attack first and then, if the opposing character is still alive, the opposing character will attack. This repeats until one of the characters has died.

In this guide, when a "turn" is mentioned, it refers to a set of two potential actions - an attack by a Miner and an attack by a monster.

Which character goes first on any given turn is determined by comparing the turn-adjusted Base SPD values of each character to see which is higher. A tie will always result in the Miner attacking first.

A turn hash is generated on each turn of a battle by taking the encounter hash and combining it with the current turn number, then re-hashing it to create a new 64-character hash. This turn hash is used to generate the variables necessary to calculate the outcome of each turn. Just like the encounter hash, it looks something like this:

0c3c69df5d2b4d5e161326b66f837d3f02194349161d1babad68373dd61a55bc

The Miner's turn speed modifier is calculated by taking the 13th and 14th characters of the turn hash, converting that value from base-16 to base-10, dividing it by 24 and taking the remainder as our modifier. The Crawler's turn speed modifier is calculated by taking the 15th and 16th characters of the turn hash and performing the same function.

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In this example, the Miner's turn speed modifier is 5 (4d = 77 in base-10, so we take the remainder of 77 / 24, which is 5), and the Crawler's turn speed modifier is 22 (5e = 94 in base-10, so we take the remainder of 94 / 24, which is 22).

When a character attacks, the damage dealt will be equal to that character's Base ATK value + that character's turn attack modifier. If the attacking character is a Miner, buff and debuff modifiers will also be applied if applicable. Turn attack modifier values can range from -4 to 4, not including 0.

The Miner's turn attack modifier is calculated by taking the 27th and 28th characters of the turn hash, converting that value from base-16 to base-10, dividing it by 8 and taking the remainder as our initial modifier. That initial modifier is then shifted down by 4 if the initial modifier is less than 4 or down by 3 if the initial modifier is 4 or greater to give us our final Miner's turn attack modifier. The Crawler's turn attack modifier is calculated by taking the 29th and 30th characters of the turn hash and performing the same function.

0c3c69df5d2b4d5e161326b66f837d3f02194349161d1babad68373dd61a55bc

In this example, the Miner's turn attack modifier is -1 (83 = 131 in base-10, so we take the remainder of 131 / 8, which is 3, and shift it down by 4 to get -1), and the Crawler's turn attack modifier is 2 (7d = 125 in base-10, so we take the remainder of 125 / 8, which is 5, and shift it down by 3 to get 2).

When your Miner deals damage, they will deal their adjusted ATK value (Base ATK + Miner's turn attack modifier) plus any buff or debuff modifiers. If your Miner is currently buffed from having passed through a buff chamber, they will deal 4 additional damage. If your Miner is currently debuffed from having passed through a debuff chamber, they will deal 4 less damage. If your Miner is both buffed and debuffed, the two modifiers will cancel each other out.

When your Miner takes damage, 2/3 of the damage taken is absorbed by your Miner's AP (armor) and the remainder is dealt to your Miner's HP unless your Miner is a Warrior. Warrior-class Miners split damage evenly between HP and AP, so 1/2 of the damage taken is absorbed by your Miner's AP and the remainder is dealt to your Miner's HP. If your Miner's armor breaks at any point in a battle (AP = 0), the remainder of the damage will be dealt directly to your Miner's HP.

Turns will continue until a character dies.

If your Miner is holding a Revive when their HP drops to 0, they will consume the Revive and will restore 1/4 of their Base HP and 1/4 of their Base AP and the battle will continue. If the reviving Miner had died with more than 1/4 of their Base AP remaining, they keep the higher armor value.

POISON BAT

ENCOUNTER ODDS
Encounter Odds9.375%
BASE HP
60-107
BASE ATK
15-38
BASE SPD
55-78

Poison Bats are speedy beasts who commonly wait among the stalagtites until disturbed. When alerted, they will swoop down swiftly to attack from above. Poison Bat encounters are monster battles, which means your Miner and a Poison Bat will engage in a turn-based battle until one of the characters dies.

Poison Bats will have a Base HP value between 60-107*, a Base ATK value between 15-38* and a Base SPD value between 55-78.

* Monsters will get stronger as your Miner progresses through the dungeon. The dungeon level will increase by 1 every 8 chambers. Every time the dungeon level increases, the Base HP value for all monsters increases by 10 and the Base ATK value for all monsters increases by 5. The initial dungeon level is 1.

If the encounter type value extracted from your encounter hash is between 12,288-18,431 you will encounter a Poison Bat.

A Poison Bat's base statistics are calculated by using modifier values pulled from the encounter hash and passing them into the following functions:

  • Base HP = 60 + hpMod + (10 * (level - 1))
  • Base ATK = 15 + atkMod + (5 * (level - 1))
  • Base SPD = 55 + spdMod

Where:

  • hpMod = the remainder of the 1st and 2nd characters of the encounter hash converted to base-10 and divided by 48
  • atkMod = the remainder of the 5th and 6th characters of the encounter hash converted to base-10 and divided by 24
  • spdMod = the remainder of the 7th and 8th characters of the encounter hash converted to base-10 and divided by 24
  • level = number of chambers traveled, not including the spawn chamber, divided by 8 and rounded down to closest whole number

c8bcb57f07aee039ab547e128943269787351ff00f2836a79e621d42d8737458

Let's assume that we're still on the first level of the dungeon, so the level variable is 1. In this example, the hpMod variable is 8 (c8 = 200 in base-10, so we take the remainder of 200 / 48, which is 8), which gives the Poison Bat a Base HP value of 68 (60 + 8 + (10 * (1 - 1))). The atkMod variable is 13 (b5 = 181 in base-10, so we take the remainder of 181 / 24, which is 13), which gives the Poison Bat a Base ATK value of 28 (15 + 13 + (5 * (1 - 1))). The spdMod variable is 7 (7f = 127 in base-10, so we take the remainder of 127 / 24, which is 7), which gives the Poison Bat a Base SPD value of 62 (55 + 7).

Monster battles in Dungeon Miners are turn-based, which means one character will attack first and then, if the opposing character is still alive, the opposing character will attack. This repeats until one of the characters has died.

In this guide, when a "turn" is mentioned, it refers to a set of two potential actions - an attack by a Miner and an attack by a monster.

Which character goes first on any given turn is determined by comparing the turn-adjusted Base SPD values of each character to see which is higher. A tie will always result in the Miner attacking first.

A turn hash is generated on each turn of a battle by taking the encounter hash and combining it with the current turn number, then re-hashing it to create a new 64-character hash. This turn hash is used to generate the variables necessary to calculate the outcome of each turn. Just like the encounter hash, it looks something like this:

0c3c69df5d2b4d5e161326b66f837d3f02194349161d1babad68373dd61a55bc

The Miner's turn speed modifier is calculated by taking the 13th and 14th characters of the turn hash, converting that value from base-16 to base-10, dividing it by 24 and taking the remainder as our modifier. The Poison Bat's turn speed modifier is calculated by taking the 15th and 16th characters of the turn hash and performing the same function.

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In this example, the Miner's turn speed modifier is 5 (4d = 77 in base-10, so we take the remainder of 77 / 24, which is 5), and the Poison Bat's turn speed modifier is 22 (5e = 94 in base-10, so we take the remainder of 94 / 24, which is 22).

When a character attacks, the damage dealt will be equal to that character's Base ATK value + that character's turn attack modifier. If the attacking character is a Miner, buff and debuff modifiers will also be applied if applicable. Turn attack modifier values can range from -4 to 4, not including 0.

The Miner's turn attack modifier is calculated by taking the 27th and 28th characters of the turn hash, converting that value from base-16 to base-10, dividing it by 8 and taking the remainder as our initial modifier. That initial modifier is then shifted down by 4 if the initial modifier is less than 4 or down by 3 if the initial modifier is 4 or greater to give us our final Miner's turn attack modifier. The Poison Bat's turn attack modifier is calculated by taking the 29th and 30th characters of the turn hash and performing the same function.

0c3c69df5d2b4d5e161326b66f837d3f02194349161d1babad68373dd61a55bc

In this example, the Miner's turn attack modifier is -1 (83 = 131 in base-10, so we take the remainder of 131 / 8, which is 3, and shift it down by 4 to get -1), and the Poison Bat's turn attack modifier is 2 (7d = 125 in base-10, so we take the remainder of 125 / 8, which is 5, and shift it down by 3 to get 2).

When your Miner deals damage, they will deal their adjusted ATK value (Base ATK + Miner's turn attack modifier) plus any buff or debuff modifiers. If your Miner is currently buffed from having passed through a buff chamber, they will deal 4 additional damage. If your Miner is currently debuffed from having passed through a debuff chamber, they will deal 4 less damage. If your Miner is both buffed and debuffed, the two modifiers will cancel each other out.

When your Miner takes damage, 2/3 of the damage taken is absorbed by your Miner's AP (armor) and the remainder is dealt to your Miner's HP unless your Miner is a Warrior. Warrior-class Miners split damage evenly between HP and AP, so 1/2 of the damage taken is absorbed by your Miner's AP and the remainder is dealt to your Miner's HP. If your Miner's armor breaks at any point in a battle (AP = 0), the remainder of the damage will be dealt directly to your Miner's HP.

Turns will continue until a character dies.

If your Miner is holding a Revive when their HP drops to 0, they will consume the Revive and will restore 1/4 of their Base HP and 1/4 of their Base AP and the battle will continue. If the reviving Miner had died with more than 1/4 of their Base AP remaining, they keep the higher armor value.

SKELETON

ENCOUNTER ODDS
Encounter Odds9.375%
BASE HP
80-127
BASE ATK
30-53
BASE SPD
40-63

The reanimated Skeletons of past Miners roam the halls of the dungeon, taking out their vengeance on anything and everything they come across. Skeleton encounters are monster battles, which means your Miner and a Skeleton will engage in a turn-based battle until one of the characters dies.

Skeletons will have a Base HP value between 80-127*, a Base ATK value between 30-53* and a Base SPD value between 40-63.

* Monsters will get stronger as your Miner progresses through the dungeon. The dungeon level will increase by 1 every 8 chambers. Every time the dungeon level increases, the Base HP value for all monsters increases by 10 and the Base ATK value for all monsters increases by 5. The initial dungeon level is 1.

If the encounter type value extracted from your encounter hash is between 18,432-24,575 you will encounter a Skeleton.

A Skeleton's base statistics are calculated by using modifier values pulled from the encounter hash and passing them into the following functions:

  • Base HP = 80 + hpMod + (10 * (level - 1))
  • Base ATK = 30 + atkMod + (5 * (level - 1))
  • Base SPD = 40 + spdMod

Where:

  • hpMod = the remainder of the 1st and 2nd characters of the encounter hash converted to base-10 and divided by 48
  • atkMod = the remainder of the 5th and 6th characters of the encounter hash converted to base-10 and divided by 24
  • spdMod = the remainder of the 7th and 8th characters of the encounter hash converted to base-10 and divided by 24
  • level = number of chambers traveled, not including the spawn chamber, divided by 8 and rounded down to closest whole number

c8bcb57f07aee039ab547e128943269787351ff00f2836a79e621d42d8737458

Let's assume that we're still on the first level of the dungeon, so the level variable is 1. In this example, the hpMod variable is 8 (c8 = 200 in base-10, so we take the remainder of 200 / 48, which is 8), which gives the Skeleton a Base HP value of 88 (80 + 8 + (10 * (1 - 1))). The atkMod variable is 13 (b5 = 181 in base-10, so we take the remainder of 181 / 24, which is 13), which gives the Skeleton a Base ATK value of 43 (30 + 13 + (5 * (1 - 1))). The spdMod variable is 7 (7f = 127 in base-10, so we take the remainder of 127 / 24, which is 7), which gives the Skeleton a Base SPD value of 47 (40 + 7).

Monster battles in Dungeon Miners are turn-based, which means one character will attack first and then, if the opposing character is still alive, the opposing character will attack. This repeats until one of the characters has died.

In this guide, when a "turn" is mentioned, it refers to a set of two potential actions - an attack by a Miner and an attack by a monster.

Which character goes first on any given turn is determined by comparing the turn-adjusted Base SPD values of each character to see which is higher. A tie will always result in the Miner attacking first.

A turn hash is generated on each turn of a battle by taking the encounter hash and combining it with the current turn number, then re-hashing it to create a new 64-character hash. This turn hash is used to generate the variables necessary to calculate the outcome of each turn. Just like the encounter hash, it looks something like this:

0c3c69df5d2b4d5e161326b66f837d3f02194349161d1babad68373dd61a55bc

The Miner's turn speed modifier is calculated by taking the 13th and 14th characters of the turn hash, converting that value from base-16 to base-10, dividing it by 24 and taking the remainder as our modifier. The Skeleton's turn speed modifier is calculated by taking the 15th and 16th characters of the turn hash and performing the same function.

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In this example, the Miner's turn speed modifier is 5 (4d = 77 in base-10, so we take the remainder of 77 / 24, which is 5), and the Skeleton's turn speed modifier is 22 (5e = 94 in base-10, so we take the remainder of 94 / 24, which is 22).

When a character attacks, the damage dealt will be equal to that character's Base ATK value + that character's turn attack modifier. If the attacking character is a Miner, buff and debuff modifiers will also be applied if applicable. Turn attack modifier values can range from -4 to 4, not including 0.

The Miner's turn attack modifier is calculated by taking the 27th and 28th characters of the turn hash, converting that value from base-16 to base-10, dividing it by 8 and taking the remainder as our initial modifier. That initial modifier is then shifted down by 4 if the initial modifier is less than 4 or down by 3 if the initial modifier is 4 or greater to give us our final Miner's turn attack modifier. The Skeleton's turn attack modifier is calculated by taking the 29th and 30th characters of the turn hash and performing the same function.

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In this example, the Miner's turn attack modifier is -1 (83 = 131 in base-10, so we take the remainder of 131 / 8, which is 3, and shift it down by 4 to get -1), and the Skeleton's turn attack modifier is 2 (7d = 125 in base-10, so we take the remainder of 125 / 8, which is 5, and shift it down by 3 to get 2).

When your Miner deals damage, they will deal their adjusted ATK value (Base ATK + Miner's turn attack modifier) plus any buff or debuff modifiers. If your Miner is currently buffed from having passed through a buff chamber, they will deal 4 additional damage. If your Miner is currently debuffed from having passed through a debuff chamber, they will deal 4 less damage. If your Miner is both buffed and debuffed, the two modifiers will cancel each other out.

When your Miner takes damage, 2/3 of the damage taken is absorbed by your Miner's AP (armor) and the remainder is dealt to your Miner's HP unless your Miner is a Warrior. Warrior-class Miners split damage evenly between HP and AP, so 1/2 of the damage taken is absorbed by your Miner's AP and the remainder is dealt to your Miner's HP. If your Miner's armor breaks at any point in a battle (AP = 0), the remainder of the damage will be dealt directly to your Miner's HP.

Turns will continue until a character dies.

If your Miner is holding a Revive when their HP drops to 0, they will consume the Revive and will restore 1/4 of their Base HP and 1/4 of their Base AP and the battle will continue. If the reviving Miner had died with more than 1/4 of their Base AP remaining, they keep the higher armor value.

TRAP

ENCOUNTER ODDS
Encounter Odds5.951%
EFFECT
Take 32-47 damage

Trap chambers are scattered throughout the dungeon, waiting for unsuspecting Miners to enter and trip their defenses. Miners will take between 32 and 47 damage points when entering a Trap chamber.

While Trap chambers are dangerous for most Miners, Assassin-class Miners tread lightly in the dungeon. Assassins take 1/2 damage from Traps, so their potential damage taken ranges from 16-23.

If the encounter type value extracted from your encounter hash is between 24,576-28,475 you will encounter a Trap.

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The total damage taken from a Trap chamber is 32 + the Trap damage modifier, which is calculated by taking the 5th and 6th characters of the encounter hash, converting that value from base-16 to base-10, dividing it by 16 and taking the remainder as our modifier.

If your Miner is an Assassin, the total damage is divided by 2 and rounded down to closest whole number.

CURSE

ENCOUNTER ODDS
Encounter Odds5.951%
EFFECT
Take damage equal to 10% of HP
DURATION
5 chambers

Superstitious Miners beware - Curse chambers can spell your doom in the dungeon. Miners who find themselves in a Curse chamber will take damage equal to 10 percent of their current HP. The Curse will linger for the next 4 chambers, dealing damage prior to a Miner's encounter in those chambers.

Curses don't scare Mage-class Miners. Mages' "Ward" class skill makes them immune to Curses.

If the encounter type value extracted from your encounter hash is between 28,476-32,375 you will encounter a Curse.

Damage taken from Curses will equal 10 percent of your Miner's current HP or 5, whichever value is higher. Curse damage ignores armor and will be dealt directly to a Miner's HP. Curse damage will be applied at the beginning of any encounter during which a Miner is affected by a Curse.

When a Miner lands on a Curse chamber, they will take Curse damage in that chamber and will remain cursed for 4 more chambers. If your Miner enters a Curse chamber while already cursed, the Curse duration will reset - Curse durations do not stack.

The sprite of a Miner affected by a Curse will emit a purple pulse every few seconds.

BUFF

ENCOUNTER ODDS
Encounter Odds5.951%
EFFECT
+4 ATK
DURATION
+3 chambers

The glow of the Buff chamber is a good omen for Miners in the dungeon. Miners who pass through a Buff chamber will have their attack power boosted for the next 3 chambers before the effect wears off.

If the encounter type value extracted from your encounter hash is between 32,376-36,275 you will encounter a Buff.

Buff durations do stack, so every Buff chamber will add 3 more chambers to your Miner's overall Buff duration. Buff effects do not stack - the total ATK added to your Miner's Base ATK will always be 4.

The sprite of a Miner affected by a Buff will emit a green pulse every few seconds.

DEBUFF

ENCOUNTER ODDS
Encounter Odds5.951%
EFFECT
-4 ATK
DURATION
+3 chambers

Debuff chambers are marked by a sickly miasma hanging in the air, affecting all who enter. Miners who have the misfortune of finding themselves in a Debuff chamber will have their attack power reduced for the next 3 chambers before the effect wears off.

If the encounter type value extracted from your encounter hash is between 36,276-40,175 you will encounter a Debuff.

Debuff durations do stack, so every Debuff chamber will add 3 more chambers to your Miner's overall Debuff duration. Debuff effects do not stack - the total ATK subtracted from your Miner's Base ATK will always be 4.

The sprite of a Miner affected by a Debuff will emit a red pulse every few seconds.

GOLD

ENCOUNTER ODDS
Encounter Odds5.951%
EFFECT
Gain 2-25 gold

For those Miners lucky enough to stumble across a Gold chamber, the rewards can be great. Gold chambers will contain between 2-25 gold for Miners to add to their stash.

Gold can be spent at Merchant chambers in exchange for upgraded gear.

If the encounter type value extracted from your encounter hash is between 40,176-44,075 you will encounter a Gold chamber.

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The total gold found in a Gold chamber is 2 + the Gold found modifier, which is calculated by taking the 17th and 18th characters of the encounter hash, converting that value from base-16 to base-10, dividing it by 24 and taking the remainder as our modifier.

THIEF

ENCOUNTER ODDS
Encounter Odds5.951%
EFFECT
Lose 1-16 gold

The dungeon isn't as desolate as you might imagine. Thieves roam the halls, looking for unsuspecting Miners to rob.

If your Miner encounters a Thief, they will hand over between 1-16 gold to satisfy the Thief's lust for wealth - unless your Miner is an Assassin.

Assassin-class Miners are cut from the same cloth as Thieves. The "Fiendish Friends" class skill will cause a Thief to give your Miner an Uncommon or Rare tier gear item instead of stealing your gold.

If the encounter type value extracted from your encounter hash is between 44,076-47,975 you will encounter a Thief.

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The total amount of gold stolen by a Thief is 1 + the Gold stolen modifier, which is calculated by taking the 17th and 18th characters of the encounter hash, converting that value from base-16 to base-10, dividing it by 16 and taking the remainder as our modifier.

If your Miner is an Assassin, they will instead acquire an Uncommon or Rare tier item from a Thief.

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The type of gear that Assassin-class Miners will receive is determined by the gear type value, which is calculated by taking the 27th and 28th characters of the encounter hash, converting that value from base-16 to base-10, dividing it by 5 and taking the remainder as our value.

The rarity tier of the gear that your Miner will receive is determined by the rarity tier value, which is calculated by taking a set of characters from the encounter hash, converting that value from base-16 to base-10, dividing it by 123 and taking the remainder as our initial value. We then add 128 to that initial value to get our rarity tier value. The characters of the encounter hash that determine the rarity tier value vary depending on your gear type value.

The potential gear type values, corresponding gear types and rarity tier character locations are as follows:

  • 0 = Headgear (33rd and 34th characters of the encounter hash)
  • 1 = Armor (35th and 36th characters of the encounter hash)
  • 2 = Pants (37th and 38th characters of the encounter hash)
  • 3 = Footwear (39th and 40th characters of the encounter hash)
  • 4 = Weapon (41st and 42nd characters of the encounter hash)

The rarity tier value calculation mentioned above ensures that the rarity tier value will be between 128-250, which corresponds to the value range encompassing all Uncommon and Rare tier gear items. Each value range has a unique rarity tier id that are used to calculate the exact item that a Miner will receive. The potential rarity tier value range for Uncommon and Rare gear items looks like this:

  • 128-151 = Uncommon 1 (rarity tier id = 1)
  • 152-175 = Uncommon 2 (rarity tier id = 2)
  • 176-199 = Uncommon 3 (rarity tier id = 3)
  • 200-223 = Uncommon 4 (rarity tier id = 4)
  • 224-232 = Rare 1 (rarity tier id = 5)
  • 233-241 = Rare 2 (rarity tier id = 6)
  • 242-250 = Rare 3 (rarity tier id = 7)

Now that we have the gear type value and rarity tier id, we can determine exactly what gear item our Miner will receive.

If the gear type is not a Weapon (gear type value is 3 or less) OR the rarity tier is Uncommon (rarity tier id id is 4 or less), the calculation is as follows:

gear id = rarity tier id + (17 * gear type value)

If our gear type is a Weapon (gear type value is 4) and our rarity tier is Rare or greater (rarity tier id is 5 or greater), the calculation looks like this:

gear id = ((rarity tier id - 5) * 4) + 8 + (gear type value * 17)

The gear id is the unique identifier of a particular gear item. If the gear id of the item your Miner found is greater than the gear id of the currently equipped item for that gear type, your Miner will visually equip that gear item in your Miner NFT. Your Miner will receive the specific stat boosts of the gear item regardless of whether or not the item is visually equipped or not. You can see the gear ids of all items in the Gear section of this guide.

EMPTY

ENCOUNTER ODDS
Encounter Odds5.951%
EFFECT
None

Empty chambers offer a brief moment of respite amidst the dangers of the dungeon.

If the encounter type value extracted from your encounter hash is between 47,976-51,875 you will encounter an Empty chamber.

REST

ENCOUNTER ODDS
Encounter Odds5.951%
EFFECT
Restore 7-30 HP

Rest chambers contain bedding left behind by previous explorers. Miners can restore up to 30 HP by taking a quick power nap before heading off to the next chamber.

If the encounter type value extracted from your encounter hash is between 51,876-55,775 you will encounter a Rest chamber.

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The total HP restored in a Rest chamber is 7 + the HP restored modifier, which is calculated by taking the 19th and 20th characters of the encounter hash, converting that value from base-16 to base-10, dividing it by 24 and taking the remainder as our modifier.

GEAR

ENCOUNTER ODDS
Encounter Odds4.585%
EFFECT
Acquire a gear item

The belongings of long-deceased Miners lay scattered about the dungeon, waiting for owners to give them new purpose. Gear chambers will provide your Miner with a piece of gear reclaimed from the dusty depths.

Each piece of gear will provide your Miner with increased base statistics. Miners will equip the rarest piece of gear for each of the five gear types, but the unequipped gear items in their inventory still provide stat boosts.

If the encounter type value extracted from your encounter hash is between 55,776-58,780 you will encounter a Gear chamber.

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The type of gear that your Miner will receive is determined by the gear type value, which is calculated by taking the 27th and 28th characters of the encounter hash, converting that value from base-16 to base-10, dividing it by 5 and taking the remainder as our value.

The rarity tier of the gear that your Miner will receive is determined by the rarity tier value, which is calculated by taking a set of characters from the encounter hash and converting that value from base-16 to base-10 to give us our rarity tier value. If the rarity tier value is less than 128, we will add 128 to ensure that the rarity tier of the found gear item is Uncommon or better. The characters of the encounter hash that determine the rarity tier value vary depending on your gear type value.

The potential gear type values, corresponding gear types and rarity tier character locations are as follows:

  • 0 = Headgear (33rd and 34th characters of the encounter hash)
  • 1 = Armor (35th and 36th characters of the encounter hash)
  • 2 = Pants (37th and 38th characters of the encounter hash)
  • 3 = Footwear (39th and 40th characters of the encounter hash)
  • 4 = Weapon (41st and 42nd characters of the encounter hash)

The rarity tier value calculation mentioned above ensures that the rarity tier value will be between 128-255, which corresponds to the value range encompassing Uncommon, Rare, Epic and Legendary tier gear items. Each value range has a unique rarity tier id that are used to calculate the exact item that a Miner will receive. The potential rarity tier value range for Uncommon, Rare, Epic and Legendary gear items looks like this:

  • 128-151 = Uncommon 1 (rarity tier id = 1)
  • 152-175 = Uncommon 2 (rarity tier id = 2)
  • 176-199 = Uncommon 3 (rarity tier id = 3)
  • 200-223 = Uncommon 4 (rarity tier id = 4)
  • 224-232 = Rare 1 (rarity tier id = 5)
  • 233-241 = Rare 2 (rarity tier id = 6)
  • 242-250 = Rare 3 (rarity tier id = 7)
  • 251-252 = Epic 1 (rarity tier id = 8)
  • 253-254 = Epic 2 (rarity tier id = 9)
  • 255 = Legendary (rarity tier id = 10)

Some gear items are class-specific, so we'll need to factor our Miner's class into some of these calculations. Each class has a class id that is used when determining which gear item our Miner will be receiving:

  • 0 = Warrior
  • 1 = Mage
  • 2 = Ranger
  • 3 = Assassin

Now that we have the gear type value, rarity tier id and our class id, we can determine exactly what gear item our Miner will receive.

If the gear type is a Weapon (gear type value is 4) and the rarity tier is Uncommon (rarity tier id is 4 or less) OR the gear type is not a Weapon (gear type value is 3 or less) and the rarity tier is Epic 1 or less (rarity tier id is 8 or less), the calculation is as follows:

gear id = rarity tier id + (17 * gear type value)

If the gear type is a Weapon (gear type value is 4) and the rarity tier is Rare or greater (rarity tier id is 5 or greater), the calculation looks like this:

gear id = ((rarity tier id - 5) * 4) + 5 + class id + (gear type value * 17)

If the gear type is a not a Weapon (gear type value is 3 or less) and the rarity tier is Epic 2 or Legendary (rarity tier id is 9 or greater), the calculation looks like this:

gear id = ((rarity tier id - 9) * 4) + 9 + class id + (gear type value * 17)

The gear id is the unique identifier of a particular gear item. If the gear id of the item your Miner found is greater than the gear id of the currently equipped item for that gear type, your Miner will visually equip that gear item in your Miner NFT. Your Miner will receive the specific stat boosts of the gear item regardless of whether or not the item is visually equipped or not. You can see the gear ids of all items in the Gear section of this guide.

MERCHANT

ENCOUNTER ODDS
Encounter Odds4.585%
EFFECT
Purchase a gear item with gold

While most travelers view the dungeon as a place of death and suffering, there is one soul who sees the dingy halls as an opportunity to fatten his pockets. Meet the Merchant, a mysterious old man with a hard face and the glimmer of gold in his eye.

The Merchant will provide you with gear items to aid in your escape - but at a price.

If the encounter type value extracted from your encounter hash is between 58,781-61,785 you will encounter a Merchant.

The Merchant will sell your Miner the highest-cost gear item that they can afford. The cost for gear items increases by rarity tier:

  • Uncommon: 25 gold
  • Rare: 50 gold
  • Epic: 75 gold
  • Legendary: 100 gold

If your Miner has enough gold to purchase an item, that cost will be deducted from your Miner's gold count and they will receive a gear item from the associated rarity tier. If your Miner can't afford any items, they will leave the chamber empty-handed.

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The type of gear that your Miner will receive is determined by the gear type value, which is calculated by taking the 27th and 28th characters of the encounter hash, converting that value from base-16 to base-10, dividing it by 5 and taking the remainder as our value.

The potential gear type values, corresponding gear types and rarity tier character locations are as follows:

  • 0 = Headgear (33rd and 34th characters of the encounter hash)
  • 1 = Armor (35th and 36th characters of the encounter hash)
  • 2 = Pants (37th and 38th characters of the encounter hash)
  • 3 = Footwear (39th and 40th characters of the encounter hash)
  • 4 = Weapon (41st and 42nd characters of the encounter hash)

If the highest rarity tier that your Miner can afford is Uncommon, the rarity tier id of the gear item they will receive is calculated by taking the set of characters that corresponds with our specific gear type from the encounter hash, converting that value from base-16 to base-10, dividing it by 4, then taking the remainder and adding 1 to that remainder.

If the highest rarity tier that your Miner can afford is Rare, the rarity tier id of the gear item they will receive is calculated by taking the set of characters that corresponds with our specific gear type from the encounter hash, converting that value from base-16 to base-10, dividing it by 3, then taking the remainder and adding 5 to that remainder.

If the highest rarity tier that your Miner can afford is Epic, the rarity tier id of the gear item they will receive is calculated by taking the set of characters that corresponds with our specific gear type from the encounter hash and converting that value from base-16 to base-10. If that value is even, the rarity tier id of the gear item they will receive will be 8. If that value is odd, the rarity tier id of the gear item they will receive will be 9.

If your Miner can afford a Legendary-tier gear item, the rarity tier id of the gear item they will receive will be 10.

Some gear items are class-specific, so we'll need to factor our Miner's class into some of these calculations. Each class has a class id that is used when determining which gear item our Miner will be receiving:

  • 0 = Warrior
  • 1 = Mage
  • 2 = Ranger
  • 3 = Assassin

Now that we have the gear type value, rarity tier id and our class id, we can determine exactly what gear item our Miner will receive.

If the gear type is a Weapon (gear type value is 4) and the rarity tier is Uncommon (rarity tier id is 4 or less) OR the gear type is not a Weapon (gear type value is 3 or less) and the rarity tier is Epic 1 or less (rarity tier id is 8 or less), the calculation is as follows:

gear id = rarity tier id + (17 * gear type value)

If the gear type is a Weapon (gear type value is 4) and the rarity tier is Rare or greater (rarity tier id is 5 or greater), the calculation looks like this:

gear id = ((rarity tier id - 5) * 4) + 5 + class id + (gear type value * 17)

If the gear type is a not a Weapon (gear type value is 3 or less) and the rarity tier is Epic 2 or Legendary (rarity tier id is 9 or greater), the calculation looks like this:

gear id = ((rarity tier id - 9) * 4) + 9 + class id + (gear type value * 17)

The gear id is the unique identifier of a particular gear item. If the gear id of the item your Miner purchased is greater than the gear id of the currently equipped item for that gear type, your Miner will visually equip that gear item in your Miner NFT. Your Miner will receive the specific stat boosts of the gear item regardless of whether or not the item is visually equipped or not. You can see the gear ids of all items in the Gear section of this guide.

TREASURE

ENCOUNTER ODDS
Encounter Odds2.769%
EFFECTS
Gain 28-75 gold and acquire a gear item

Hidden among the dreary and dangerous chambers of the dungeon lie pockets of lavish wealth known as Treasure chambers. Stumbling across these glimmering rooms is a Miner's dream, for they provide not only large sums of gold but rare gear items to make escaping the dungeon more likely.

Treasure chambers will line your Miner's pockets with between 28-75 gold and a gear item from either Rare, Epic or Legendary rarity tiers.

If the encounter type value extracted from your encounter hash is between 61,786-63,600 you will encounter a Treasure chamber.

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The total gold found in a Treasure chamber is 28 + the Gold found modifier, which is calculated by taking the 17th and 18th characters of the encounter hash, converting that value from base-16 to base-10, dividing it by 48 and taking the remainder as our modifier.

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The type of gear that your Miner will receive is determined by the gear type value, which is calculated by taking the 27th and 28th characters of the encounter hash, converting that value from base-16 to base-10, dividing it by 5 and taking the remainder as our value.

The rarity tier of the gear that your Miner will receive is determined by the rarity tier value, which is calculated by taking a set of characters from the encounter hash, converting that value from base-16 to base-10, dividing it by 32, then taking the remainder and adding 224 to that remainder. The characters of the encounter hash that determine the rarity tier value vary depending on your gear type value.

The potential gear type values, corresponding gear types and rarity tier character locations are as follows:

  • 0 = Headgear (33rd and 34th characters of the encounter hash)
  • 1 = Armor (35th and 36th characters of the encounter hash)
  • 2 = Pants (37th and 38th characters of the encounter hash)
  • 3 = Footwear (39th and 40th characters of the encounter hash)
  • 4 = Weapon (41st and 42nd characters of the encounter hash)

The rarity tier value calculation mentioned above ensures that the rarity tier value will be between 224-255, which corresponds to the value range encompassing Rare, Epic and Legendary tier gear items. Each value range has a unique rarity tier id that are used to calculate the exact item that a Miner will receive. The potential rarity tier value range for Rare, Epic and Legendary gear items looks like this:

  • 224-232 = Rare 1 (rarity tier id = 5)
  • 233-241 = Rare 2 (rarity tier id = 6)
  • 242-250 = Rare 3 (rarity tier id = 7)
  • 251-252 = Epic 1 (rarity tier id = 8)
  • 253-254 = Epic 2 (rarity tier id = 9)
  • 255 = Legendary (rarity tier id = 10)

Some gear items are class-specific, so we'll need to factor our Miner's class into some of these calculations. Each class has a class id that is used when determining which gear item our Miner will be receiving:

  • 0 = Warrior
  • 1 = Mage
  • 2 = Ranger
  • 3 = Assassin

Now that we have the gear type value, rarity tier id and our class id, we can determine exactly what gear item our Miner will receive.

If the gear type is not a Weapon (gear type value is 3 or less) and the rarity tier is Epic 1 or less (rarity tier id is 8 or less), the calculation is as follows:

gear id = rarity tier id + (17 * gear type value)

If the gear type is a not a Weapon (gear type value is 3 or less) and the rarity tier is Epic 2 or Legendary (rarity tier id is 9 or greater), the calculation looks like this:

gear id = ((rarity tier id - 9) * 4) + 9 + class id + (gear type value * 17)

If the gear type is a Weapon (gear type value is 4), the calculation looks like this:

gear id = ((rarity tier id - 5) * 4) + 5 + class id + (gear type value * 17)

The gear id is the unique identifier of a particular gear item. If the gear id of the item your Miner found is greater than the gear id of the currently equipped item for that gear type, your Miner will visually equip that gear item in your Miner NFT. Your Miner will receive the specific stat boosts of the gear item regardless of whether or not the item is visually equipped or not. You can see the gear ids of all items in the Gear section of this guide.

HEAL

ENCOUNTER ODDS
Encounter Odds2.769%
EFFECT
Restore HP and AP equal to 50% of Base

The further your Miner travels through the dungeon, the more important Heal chambers become.

A Heal chamber will restore your Miner's HP and AP by 50% of their Base HP and AP, respectively.

If the encounter type value extracted from your encounter hash is between 63,601-65,415 you will encounter a Heal chamber.

REVIVE

ENCOUNTER ODDS
Encounter Odds0.122%
EFFECT
Gain 1 Revive inventory item

One of the rarest sights in the dungeon, Revive chambers contain a special elixir that your Miner can carry with them to help them ward off death.

If your Miner is holding a Revive when their HP drops to 0, they will consume the Revive and will restore 1/4 of their Base HP and 1/4 of their Base AP.

If the encounter type value extracted from your encounter hash is between 65,416-65,495 you will encounter a Revive chamber.

Revives provide insurance against death from all encounters where damage can be taken. If your Miner is holding a Revive when their HP drops to 0, they will consume the Revive and will restore 1/4 of their Base HP and 1/4 of their Base AP. If the reviving Miner had died with more than 1/4 of their Base AP remaining, they keep the higher armor value.

Miners can hold multiple Revives at any given time.

ARMORY

ENCOUNTER ODDS
Encounter Odds0.061%
EFFECTS
Acquire a gear item for each gear type

The most elusive of all chambers, the Armory chamber is stocked with the most powerful gear that the dungeon holds. Finding the Armory is a godsend for any Miner hoping to escape the dungeon in one piece.

Miners who find themselves in the Armory will be equipped with a gear item from either the Epic 2 or Legendary rarity tiers for each of the five gear types. Each piece of gear will provide your Miner with increased base statistics.

If the encounter type value extracted from your encounter hash is between 65,496-65,535 you will encounter an Armory chamber.

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Miners will receive a gear item from the Epic 2 or Legendary rarity tiers for each of the five gear types. The gear type values, corresponding gear types and rarity tier character locations are as follows:

  • 0 = Headgear (33rd and 34th characters of the encounter hash)
  • 1 = Armor (35th and 36th characters of the encounter hash)
  • 2 = Pants (37th and 38th characters of the encounter hash)
  • 3 = Footwear (39th and 40th characters of the encounter hash)
  • 4 = Weapon (41st and 42nd characters of the encounter hash)

The rarity tiers of the gear items that your Miner will receive are determined by the rarity tier id, which is calculated for each gear type by taking the corresponding set of characters from the encounter hash, converting that value from base-16 to base-10, dividing it by 4 and taking the remainder. If the remainder is less than 4, the rarity tier id of the gear item they will receive will be 9 (Epic 2). If the remainder is 4, the rarity tier id of the gear item they will receive will be 10 (Legendary).

All gear items from the Epic 2 and Legendary rarity tiers are class-specific, so we'll need to factor our Miner's class into our calculations. Each class has a class id that is used when determining which gear item our Miner will be receiving:

  • 0 = Warrior
  • 1 = Mage
  • 2 = Ranger
  • 3 = Assassin

Now that we have the gear type values, rarity tier ids and our class id, we can determine exactly what gear items our Miner will receive. The calculations below are run for each of the five gear types.

If the gear type is a not a Weapon (gear type value is 3 or less), the calculation looks like this:

gear id = ((rarity tier id - 9) * 4) + 9 + class id + (gear type value * 17)

If the gear type is a Weapon (gear type value is 4), the calculation looks like this:

gear id = ((rarity tier id - 5) * 4) + 5 + class id + (gear type value * 17)

The gear ids are the unique identifiers of each particular gear item. If the gear id of the item your Miner found is greater than the gear id of the currently equipped item for that gear type, your Miner will visually equip that gear item in your Miner NFT. Your Miner will receive the specific stat boosts of the gear item regardless of whether or not the item is visually equipped or not. You can see the gear ids of all items in the Gear section of this guide.

Your Miner can find a variety of gear items during their escape attempt, each of which will help improve their odds of escape in some way. There are 97 different items that Miners can find in the dungeon, split between five categories - headgear, armor, pants, footwear and weapons.

Each category has a different stat bias when giving boosts, which increase as the rarity of the gear item increases.

Type Uncommon (+8) Rare (+14) Epic (+24) Legendary (+42)
Headgear HP & ATK HP, AP & ATK HP, AP & ATK HP, AP, ATK & SPD
Armor HP & AP HP, AP & ATK HP, AP & ATK HP, AP, ATK & SPD
Pants AP & SPD AP, AP & SPD AP, AP & SPD HP, AP, ATK & SPD
Footwear HP & SPD HP, ATK & SPD HP, ATK & SPD HP, AP, ATK & SPD
Weapon ATK & SPD AP, ATK & SPD AP, ATK & SPD HP, AP, ATK & SPD

The rarity of a gear item is reflected in its drop probability. The percentages in the list below detail the likelihood of finding that item in the dungeon (spawn probability / gear chamber probability).

  • * = Warrior exclusive
  • * = Mage exclusive
  • * = Ranger exclusive
  • * = Assasin exclusive

Headgear

None

SPAWN/DROP ODDS
Spawn Odds50% / Drop Odds0%
HP MOD
-
AP MOD
-
ATK MOD
-
SPD MOD
-

Bandana

SPAWN/DROP ODDS
Spawn Odds9.375% / Drop Odds18.75%
HP MOD
+3
AP MOD
-
ATK MOD
+5
SPD MOD
-

Leather Hat

SPAWN/DROP ODDS
Spawn Odds9.375% / Drop Odds18.75%
HP MOD
+6
AP MOD
-
ATK MOD
+2
SPD MOD
-

Rusty Helm

SPAWN/DROP ODDS
Spawn Odds9.375% / Drop Odds18.75%
HP MOD
+2
AP MOD
-
ATK MOD
+6
SPD MOD
-

Feathered Cap

SPAWN/DROP ODDS
Spawn Odds9.375% / Drop Odds18.75%
HP MOD
+4
AP MOD
-
ATK MOD
+4
SPD MOD
-

Enchanted Crown

SPAWN/DROP ODDS
Spawn Odds3.516% / Drop Odds7.031%
HP MOD
+7
AP MOD
+5
ATK MOD
+2
SPD MOD
-

Bronze Helm

SPAWN/DROP ODDS
Spawn Odds3.516% / Drop Odds7.031%
HP MOD
+5
AP MOD
+5
ATK MOD
+4
SPD MOD
-

Assassin's Mask

SPAWN/DROP ODDS
Spawn Odds3.516% / Drop Odds7.031%
HP MOD
+2
AP MOD
+4
ATK MOD
+8
SPD MOD
-

Iron Helm

SPAWN/DROP ODDS
Spawn Odds0.781% / Drop Odds1.563%
HP MOD
+6
AP MOD
+12
ATK MOD
+6
SPD MOD
-

Skull Helm *

SPAWN/DROP ODDS
Spawn Odds0.781% / Drop Odds1.563%
HP MOD
+9
AP MOD
+6
ATK MOD
+9
SPD MOD
-

Charmed Headband *

SPAWN/DROP ODDS
Spawn Odds0.781% / Drop Odds1.563%
HP MOD
+9
AP MOD
+6
ATK MOD
+9
SPD MOD
-

Ranger Cap *

SPAWN/DROP ODDS
Spawn Odds0.781% / Drop Odds1.563%
HP MOD
+9
AP MOD
+6
ATK MOD
+9
SPD MOD
-

Misty Hood *

SPAWN/DROP ODDS
Spawn Odds0.781% / Drop Odds1.563%
HP MOD
+9
AP MOD
+6
ATK MOD
+9
SPD MOD
-

Phoenix Helm *

SPAWN/DROP ODDS
Spawn Odds0.391% / Drop Odds0.781%
HP MOD
+13
AP MOD
+10
ATK MOD
+13
SPD MOD
+6

Ancient Mask *

SPAWN/DROP ODDS
Spawn Odds0.391% / Drop Odds0.781%
HP MOD
+13
AP MOD
+10
ATK MOD
+13
SPD MOD
+6

Genesis Helm *

SPAWN/DROP ODDS
Spawn Odds0.391% / Drop Odds0.781%
HP MOD
+13
AP MOD
+10
ATK MOD
+13
SPD MOD
+6

Soul Shroud *

SPAWN/DROP ODDS
Spawn Odds0.391% / Drop Odds0.781%
HP MOD
+13
AP MOD
+10
ATK MOD
+13
SPD MOD
+6

Armor

Cotton Shirt

SPAWN/DROP ODDS
Spawn Odds50% / Drop Odds0%
HP MOD
-
AP MOD
-
ATK MOD
-
SPD MOD
-

Thick Vest

SPAWN/DROP ODDS
Spawn Odds9.375% / Drop Odds18.75%
HP MOD
+3
AP MOD
+5
ATK MOD
-
SPD MOD
-

Leather Chestplate

SPAWN/DROP ODDS
Spawn Odds9.375% / Drop Odds18.75%
HP MOD
+4
AP MOD
+4
ATK MOD
-
SPD MOD
-

Rusty Chainmail

SPAWN/DROP ODDS
Spawn Odds9.375% / Drop Odds18.75%
HP MOD
+2
AP MOD
+6
ATK MOD
-
SPD MOD
-

Longcoat

SPAWN/DROP ODDS
Spawn Odds9.375% / Drop Odds18.75%
HP MOD
+6
AP MOD
+2
ATK MOD
-
SPD MOD
-

Chainmail

SPAWN/DROP ODDS
Spawn Odds3.516% / Drop Odds7.031%
HP MOD
+6
AP MOD
+4
ATK MOD
+4
SPD MOD
-

Bronze Chestplate

SPAWN/DROP ODDS
Spawn Odds3.516% / Drop Odds7.031%
HP MOD
+5
AP MOD
+6
ATK MOD
+3
SPD MOD
-

Blessed Armor

SPAWN/DROP ODDS
Spawn Odds3.516% / Drop Odds7.031%
HP MOD
+6
AP MOD
+6
ATK MOD
+2
SPD MOD
-

Iron Chestplate

SPAWN/DROP ODDS
Spawn Odds0.781% / Drop Odds1.563%
HP MOD
+6
AP MOD
+7
ATK MOD
+11
SPD MOD
-

Skull Armor *

SPAWN/DROP ODDS
Spawn Odds0.781% / Drop Odds1.563%
HP MOD
+9
AP MOD
+9
ATK MOD
+6
SPD MOD
-

Cape of Deception *

SPAWN/DROP ODDS
Spawn Odds0.781% / Drop Odds1.563%
HP MOD
+9
AP MOD
+9
ATK MOD
+6
SPD MOD
-

Mystic Cloak *

SPAWN/DROP ODDS
Spawn Odds0.781% / Drop Odds1.563%
HP MOD
+9
AP MOD
+9
ATK MOD
+6
SPD MOD
-

Shimmering Cloak *

SPAWN/DROP ODDS
Spawn Odds0.781% / Drop Odds1.563%
HP MOD
+9
AP MOD
+9
ATK MOD
+6
SPD MOD
-

Phoenix Chestplate *

SPAWN/DROP ODDS
Spawn Odds0.391% / Drop Odds0.781%
HP MOD
+13
AP MOD
+13
ATK MOD
+10
SPD MOD
+6

Ancient Robe *

SPAWN/DROP ODDS
Spawn Odds0.391% / Drop Odds0.781%
HP MOD
+13
AP MOD
+13
ATK MOD
+10
SPD MOD
+6

Genesis Cloak *

SPAWN/DROP ODDS
Spawn Odds0.391% / Drop Odds0.781%
HP MOD
+13
AP MOD
+13
ATK MOD
+10
SPD MOD
+6

Soul Cloak *

SPAWN/DROP ODDS
Spawn Odds0.391% / Drop Odds0.781%
HP MOD
+13
AP MOD
+13
ATK MOD
+10
SPD MOD
+6

Pants

Cotton Pants

SPAWN/DROP ODDS
Spawn Odds50% / Drop Odds0%
HP MOD
-
AP MOD
-
ATK MOD
-
SPD MOD
-

Thick Pants

SPAWN/DROP ODDS
Spawn Odds9.375% / Drop Odds18.75%
HP MOD
-
AP MOD
+6
ATK MOD
-
SPD MOD
+2

Leather Greaves

SPAWN/DROP ODDS
Spawn Odds9.375% / Drop Odds18.75%
HP MOD
-
AP MOD
+4
ATK MOD
-
SPD MOD
+4

Rusty Chainmail Pants

SPAWN/DROP ODDS
Spawn Odds9.375% / Drop Odds18.75%
HP MOD
-
AP MOD
+3
ATK MOD
-
SPD MOD
+5

Reliable Leggings

SPAWN/DROP ODDS
Spawn Odds9.375% / Drop Odds18.75%
HP MOD
-
AP MOD
+2
ATK MOD
-
SPD MOD
+6

Padded Leggings

SPAWN/DROP ODDS
Spawn Odds3.516% / Drop Odds7.031%
HP MOD
+2
AP MOD
+4
ATK MOD
-
SPD MOD
+8

Bronze Greaves

SPAWN/DROP ODDS
Spawn Odds3.516% / Drop Odds7.031%
HP MOD
+3
AP MOD
+5
ATK MOD
-
SPD MOD
+6

Enchanted Pants

SPAWN/DROP ODDS
Spawn Odds3.516% / Drop Odds7.031%
HP MOD
+5
AP MOD
+5
ATK MOD
-
SPD MOD
+4

Iron Greaves

SPAWN/DROP ODDS
Spawn Odds0.781% / Drop Odds1.563%
HP MOD
+8
AP MOD
+9
ATK MOD
-
SPD MOD
+7

Skull Greaves *

SPAWN/DROP ODDS
Spawn Odds0.781% / Drop Odds1.563%
HP MOD
+6
AP MOD
+9
ATK MOD
-
SPD MOD
+9

Swift Leggings *

SPAWN/DROP ODDS
Spawn Odds0.781% / Drop Odds1.563%
HP MOD
+6
AP MOD
+9
ATK MOD
-
SPD MOD
+9

Forest Greaves *

SPAWN/DROP ODDS
Spawn Odds0.781% / Drop Odds1.563%
HP MOD
+6
AP MOD
+9
ATK MOD
-
SPD MOD
+9

Silent Leggings *

SPAWN/DROP ODDS
Spawn Odds0.781% / Drop Odds1.563%
HP MOD
+6
AP MOD
+9
ATK MOD
-
SPD MOD
+9

Phoenix Greaves *

SPAWN/DROP ODDS
Spawn Odds0.391% / Drop Odds0.781%
HP MOD
+10
AP MOD
+13
ATK MOD
+6
SPD MOD
+13

Ancient Greaves *

SPAWN/DROP ODDS
Spawn Odds0.391% / Drop Odds0.781%
HP MOD
+10
AP MOD
+13
ATK MOD
+6
SPD MOD
+13

Genesis Greaves *

SPAWN/DROP ODDS
Spawn Odds0.391% / Drop Odds0.781%
HP MOD
+10
AP MOD
+13
ATK MOD
+6
SPD MOD
+13

Soul Greaves *

SPAWN/DROP ODDS
Spawn Odds0.391% / Drop Odds0.781%
HP MOD
+10
AP MOD
+13
ATK MOD
+6
SPD MOD
+13

Footwear

None

SPAWN/DROP ODDS
Spawn Odds50% / Drop Odds0%
HP MOD
-
AP MOD
-
ATK MOD
-
SPD MOD
-

Sturdy Cleats

SPAWN/DROP ODDS
Spawn Odds9.375% / Drop Odds18.75%
HP MOD
+3
AP MOD
-
ATK MOD
-
SPD MOD
+5

Leather Boots

SPAWN/DROP ODDS
Spawn Odds9.375% / Drop Odds18.75%
HP MOD
+4
AP MOD
-
ATK MOD
-
SPD MOD
+4

Rusty Boots

SPAWN/DROP ODDS
Spawn Odds9.375% / Drop Odds18.75%
HP MOD
+6
AP MOD
-
ATK MOD
-
SPD MOD
+2

Lightweight Shoes

SPAWN/DROP ODDS
Spawn Odds9.375% / Drop Odds18.75%
HP MOD
+2
AP MOD
-
ATK MOD
-
SPD MOD
+6

Bandit's Shoes

SPAWN/DROP ODDS
Spawn Odds3.516% / Drop Odds7.031%
HP MOD
+2
AP MOD
-
ATK MOD
+3
SPD MOD
+9

Bronze Boots

SPAWN/DROP ODDS
Spawn Odds3.516% / Drop Odds7.031%
HP MOD
+5
AP MOD
-
ATK MOD
+4
SPD MOD
+5

Heavy Boots

SPAWN/DROP ODDS
Spawn Odds3.516% / Drop Odds7.031%
HP MOD
+6
AP MOD
-
ATK MOD
+5
SPD MOD
+3

Iron Boots

SPAWN/DROP ODDS
Spawn Odds0.781% / Drop Odds1.563%
HP MOD
+9
AP MOD
-
ATK MOD
+10
SPD MOD
+5

Skull Boots *

SPAWN/DROP ODDS
Spawn Odds0.781% / Drop Odds1.563%
HP MOD
+9
AP MOD
-
ATK MOD
+6
SPD MOD
+9

Enchanted Boots *

SPAWN/DROP ODDS
Spawn Odds0.781% / Drop Odds1.563%
HP MOD
+9
AP MOD
-
ATK MOD
+6
SPD MOD
+9

Jaguarpaw Boots *

SPAWN/DROP ODDS
Spawn Odds0.781% / Drop Odds1.563%
HP MOD
+9
AP MOD
-
ATK MOD
+6
SPD MOD
+9

Lightfoot Boots *

SPAWN/DROP ODDS
Spawn Odds0.781% / Drop Odds1.563%
HP MOD
+9
AP MOD
-
ATK MOD
+6
SPD MOD
+9

Phoenix Boots *

SPAWN/DROP ODDS
Spawn Odds0.391% / Drop Odds0.781%
HP MOD
+13
AP MOD
+6
ATK MOD
+10
SPD MOD
+13

Ancient Boots *

SPAWN/DROP ODDS
Spawn Odds0.391% / Drop Odds0.781%
HP MOD
+13
AP MOD
+6
ATK MOD
+10
SPD MOD
+13

Genesis Boots *

SPAWN/DROP ODDS
Spawn Odds0.391% / Drop Odds0.781%
HP MOD
+13
AP MOD
+6
ATK MOD
+10
SPD MOD
+13

Soul Boots *

SPAWN/DROP ODDS
Spawn Odds0.391% / Drop Odds0.781%
HP MOD
+13
AP MOD
+6
ATK MOD
+10
SPD MOD
+13

Weapons

Fists

SPAWN/DROP ODDS
Spawn Odds50% / Drop Odds0%
HP MOD
-
AP MOD
-
ATK MOD
-
SPD MOD
-

Rusty Sword

SPAWN/DROP ODDS
Spawn Odds9.375% / Drop Odds18.75%
HP MOD
-
AP MOD
-
ATK MOD
+4
SPD MOD
+4

Wooden Club

SPAWN/DROP ODDS
Spawn Odds9.375% / Drop Odds18.75%
HP MOD
-
AP MOD
-
ATK MOD
+6
SPD MOD
+2

Pickaxe

SPAWN/DROP ODDS
Spawn Odds9.375% / Drop Odds18.75%
HP MOD
-
AP MOD
-
ATK MOD
+5
SPD MOD
+3

Brass Knuckles

SPAWN/DROP ODDS
Spawn Odds9.375% / Drop Odds18.75%
HP MOD
-
AP MOD
-
ATK MOD
+2
SPD MOD
+6

Weathered Greataxe *

SPAWN/DROP ODDS
Spawn Odds3.516% / Drop Odds7.031%
HP MOD
-
AP MOD
+2
ATK MOD
+6
SPD MOD
+6

Polished Scepter *

SPAWN/DROP ODDS
Spawn Odds3.516% / Drop Odds7.031%
HP MOD
-
AP MOD
+2
ATK MOD
+6
SPD MOD
+6

Poisoned Spear *

SPAWN/DROP ODDS
Spawn Odds3.516% / Drop Odds7.031%
HP MOD
-
AP MOD
+2
ATK MOD
+6
SPD MOD
+6

Kusarigama *

SPAWN/DROP ODDS
Spawn Odds3.516% / Drop Odds7.031%
HP MOD
-
AP MOD
+2
ATK MOD
+6
SPD MOD
+6

Bronze Sword *

SPAWN/DROP ODDS
Spawn Odds3.516% / Drop Odds7.031%
HP MOD
-
AP MOD
+4
ATK MOD
+4
SPD MOD
+6

Bronze Staff *

SPAWN/DROP ODDS
Spawn Odds3.516% / Drop Odds7.031%
HP MOD
-
AP MOD
+4
ATK MOD
+4
SPD MOD
+6

Bronze Shortsword *

SPAWN/DROP ODDS
Spawn Odds3.516% / Drop Odds7.031%
HP MOD
-
AP MOD
+4
ATK MOD
+4
SPD MOD
+6

Bronze Daggers *

SPAWN/DROP ODDS
Spawn Odds3.516% / Drop Odds7.031%
HP MOD
-
AP MOD
+4
ATK MOD
+4
SPD MOD
+6

Dusty Scmitar *

SPAWN/DROP ODDS
Spawn Odds3.516% / Drop Odds7.031%
HP MOD
-
AP MOD
+2
ATK MOD
+4
SPD MOD
+8

Silver Wand *

SPAWN/DROP ODDS
Spawn Odds3.516% / Drop Odds7.031%
HP MOD
-
AP MOD
+2
ATK MOD
+4
SPD MOD
+8

Dual Handaxes *

SPAWN/DROP ODDS
Spawn Odds3.516% / Drop Odds7.031%
HP MOD
-
AP MOD
+2
ATK MOD
+4
SPD MOD
+8

Dual Shortswords *

SPAWN/DROP ODDS
Spawn Odds3.516% / Drop Odds7.031%
HP MOD
-
AP MOD
+2
ATK MOD
+4
SPD MOD
+8

Holy Sword *

SPAWN/DROP ODDS
Spawn Odds0.781% / Drop Odds1.563%
HP MOD
-
AP MOD
+7
ATK MOD
+9
SPD MOD
+8

Holy Staff *

SPAWN/DROP ODDS
Spawn Odds0.781% / Drop Odds1.563%
HP MOD
-
AP MOD
+7
ATK MOD
+9
SPD MOD
+8

Holy Bow *

SPAWN/DROP ODDS
Spawn Odds0.781% / Drop Odds1.563%
HP MOD
-
AP MOD
+7
ATK MOD
+9
SPD MOD
+8

Holy Daggers *

SPAWN/DROP ODDS
Spawn Odds0.781% / Drop Odds1.563%
HP MOD
-
AP MOD
+7
ATK MOD
+9
SPD MOD
+8

Soulcutter *

SPAWN/DROP ODDS
Spawn Odds0.781% / Drop Odds1.563%
HP MOD
-
AP MOD
+5
ATK MOD
+9
SPD MOD
+10

Shadow Staff *

SPAWN/DROP ODDS
Spawn Odds0.781% / Drop Odds1.563%
HP MOD
-
AP MOD
+5
ATK MOD
+9
SPD MOD
+10

Shadow Bow *

SPAWN/DROP ODDS
Spawn Odds0.781% / Drop Odds1.563%
HP MOD
-
AP MOD
+5
ATK MOD
+9
SPD MOD
+10

Shadowblades *

SPAWN/DROP ODDS
Spawn Odds0.781% / Drop Odds1.563%
HP MOD
-
AP MOD
+5
ATK MOD
+9
SPD MOD
+10

Phoenix Blade *

SPAWN/DROP ODDS
Spawn Odds0.391% / Drop Odds0.781%
HP MOD
+6
AP MOD
+10
ATK MOD
+13
SPD MOD
+13

Ancient Scepter *

SPAWN/DROP ODDS
Spawn Odds0.391% / Drop Odds0.781%
HP MOD
+6
AP MOD
+10
ATK MOD
+13
SPD MOD
+13

Genesis Bow *

SPAWN/DROP ODDS
Spawn Odds0.391% / Drop Odds0.781%
HP MOD
+6
AP MOD
+10
ATK MOD
+13
SPD MOD
+13

Soul Daggers *

SPAWN/DROP ODDS
Spawn Odds0.391% / Drop Odds0.781%
HP MOD
+6
AP MOD
+10
ATK MOD
+13
SPD MOD
+13

So your Miner cleared all 48 chambers of the dungeon and lived to tell about it. Now what? Now you get to cash out and collect your winnings!

On the detail view of the winning Miner NFT, the owner of the NFT will see a "Claim ETH" button which will, when clicked, submit a transaction to the Dungeon Miners smart contract to claim the eligible ETH from the prize pot. In this context, "eligible ETH" is any amount of ETH that was deposited into the contract prior to that Miner escaping the dungeon.

This cutoff point was established to make sure winning Miners weren't waiting for the prize pot to fill up even more before claiming the ETH, and in the process draining the potential pot for Miners who were still making their way to the exit.

On that note, if your Miner does escape, you should make sure to claim your prize as soon as you can. If another Miner escapes the dungeon after your Miner but they submit the prize claim first, they can scoop up your potential winnings and leave you with nothing. It's a dog-eat-dog world out here, so make sure you stay on top of the status of your Miners.

When ETH is claimed from the prize pot, 90 percent of the eligible ETH will be sent to the winner's wallet, while the remaining 10 percent will be sent to the wallet of a pseudo-random Miner NFT holder.

The wallet address of the secondary winner is determined when the claim transaction is processed by the smart contract. First, a 64-character hexadecimal (base-16) number is generated by running the the token id of the winning Miner NFT combined with the value of the primary payout amount through the keccak256 hashing algorithm. This number is then divided by the total supply of Miner NFTs, and the remainder of that calculation is the token id of the secondary winner. Whoever owns that Miner NFT will receive the 10 percent winnings.

The way that the secondary winner is selected means that you can determine the likely winner in advance, but calculating the recipient of the secondary payout in this way effectively removes any potential vectors that someone could exploit to influence who receives the secondary prize.

Once a prize is claimed, the game continues. Miner NFTs will continue to be minted and the prize pot will fill back up. When another Miner reaches the exit, the owner of that Miner NFT can withdraw any ETH that was deposited into the contract prior to them exiting the dungeon, minus any ETH that had been previously claimed. The game will continue to run in this way indefinitely.

Roadmap

This is where I'm supposed to tell you about the Dungeon Miners roadmap, but the naked truth is that there really isn't one. That's not to say that off-chain features won't be added, but the core contracts of Dungeon Miners are unchangeable.

Dungeon Miners was developed as a standalone, self-contained project. This was intentional - I want everyone to trust that the smart contracts will run the same now as they will at the end of time. Not a single Dungeon Miners smart contract is upgradeable, so you can trust that the algorithms that govern the gameplay will remain immutable.

The Dungeon Miners universe will expand - the path forward isn't decided yet, though. I've left a few functions on the primary Dungeon Miners contract that allow for the pulling of Miner data into external contracts. I can use those functions to extract Miners and give them new life in new projects.

I would love to continue to develop new and unique experiences in the Dungeon Miners world - I have a few ideas on how to allow Miner NFT holders to import their Miners (along with their gear and statistics) into new games, both on-chain and off-chain. I also have some ideas on how to integrate Dungeon Miners with other projects to allow for crossover experiences to be created.

The bottom line is that Dungeon Miners will continue to evolve into new an exciting realms, but I'm not going to promise anything just yet. I'll take some time to reflect on the possibilities and collaborate with the community to identify the next great adventure in the Dungeon Miners universe.

Stats

The stats section is under construction, but will be active shortly. Thanks for your patience!

Team

Dungeon Miners is a passion project that pays tribute to the early days of video gaming. The brainchild of BigTicket, the project started as an exploration into Solidity development and evolved into a fully-fledged passive gaming experience. Somewhere along that evolutionary path BigTicket realized that his pixel art skills weren't enough to bring his vision to life. Enter MYK31. MYK31's talent helped to bring the Dungeon Miners experience to the next level.

BigTicket

Project Lead & Developer

MYK31

Pixel Artist

Bored

Project Advisor